The original post seemed more concerned with Munchkin-type behavior, player-proposed efforts to bend the rules to gather a lot of power.
Mostly. It was an observation that, by RAW and discussions here (which have generally stated that potions CAN exceed the lorex2 limit), this is actually plausible. It's a check to see if I am missing anything, in case one of my players wants to make a more modest 18 strength potion or the like.
The "lorex2" part seems to be very debate-able, and from all of my scouring here it appears not to apply to potions.
The "max of 13" is in the books, but NOT the RPG rules. Thus, not valid for what is/is not possible within the system.
Taking someone's character is such a D move, that I give the characters an explicit chance to not do something. Like, if they are casting an attack spell at someone that they don't know ISN'T mortal, I say "Just to be sure, you are telling me that you are using magic to attack with lethal force something that might be mortal, and if you kill it, you could end up taking a Lawbreaker stunt, which would make you an NPC. Are you sure you want to do this?"
Similarly, when presented with the necromicon, and after opening it and reading from it, I say "Your options here are to pass our as your brain suffers a minor hemorrage, thus NOT taking a lawbreaker stunt, or to read the information provided, and gain the lawbreaker stunt for Outsider knowledge."
So, I'm not down with the "AH HAAA I GOT YOUR CHARACTER!" trick.
Really, I mean, it's going to take a hell of a power base (50 cultists) that I can easily tank down with the White Council, making everyone afraid to ally with you. So, munchkin-wise, I trust myself as a GM that I can legitimately, "realistically" counter the threat.
The question is, what; rules-wise, prevents this behavior? Even a 30-shift potion means instant death to someone...